Cities

Important People You’ve Met

Special Rules

Critical hit: A natural 20 on an attack roll followed by a confirming hit on a second roll, unless otherwise specified by your weapon or feat.

Critical miss: A natural 1 on an attack roll. Confirmed with a second roll.

Criticals and Skills: Natural 1s or 20s be confirmed similar to critical hits and misses. Something special happens as a result.

Weapon size changes affect damage. ie. Large greataxe does more damage than small greataxe.

Making a Character

Step 1: Find a copy of the Players Handbook 3.5 edition at the minimum and a paper copy of your character sheet.
Step 2: Roll your ability scores using 4d6 six times dropping the lowest die each time. Record the tally of the three highest numbers.
Ex) Roll 4 6-sided dice. The results come back 4, 3, 2, and 1. Tally the 3 highest (4+3+2=9) dropping the 1 out of the equation.
Step 3: Choose a race. This can be from the Player’s Handbook, or the Races series. Kindly choose any race that has no level adjustment.
Step 4: Choose a class. Choose a base class from the Player’s Handbook (PHB), Player’s Handbook II, Complete Arcane, Complete Divine, or Complete Warrior.
Step 5: Assign to Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma and adjust ability scores based off class and race adjustments.
Step 6: Record race and class features.
Step 7: Select Skills. Your class and Intelligence determine how many skill points you have. PHB 62 has a table that describes how many skill points you have. Class skills are listed in the class section of your class’ book.
Step 8: Select a feat from the PHB or any supplement except Complete Psion.
Step 9: Review the character description section and write any descriptors into the appropriate spots like height, weight, and alignment.
Step 10: Select Equipment either by choosing your class’ starting package, or by using starting gold and Chapter 7.
Step 11: Record combat numbers such as Attack, Armour Class (AC), Initiative, and Saving throws.